Suggestions

Reverting Border Shrink


ixHazexi - 2021-04-23 15:31:52 UTC

I feel as if the new border speed is far too extreme especially considering all end games have limited amounts of people.

Problems:

Solution
In my opinion, the only solution to fix the problem is reverting back to a gradual border shrink that isn't dependent on the amount of players left in the game. As a server that has a spread out player base among different gamemodes, more times than not there is <5 players left in any given deathmatch.


Vote: 2
Comments (4)

_illu_ - 2021-04-23 16:16:07 UTC

agreed


KaiNoMood - 2021-04-24 10:41:53 UTC

The adaptive border at deathmatch has been introduced to fix several other issues. For example, in deathmatches with few people, people couldn't find each other easily. While in matches with tons of players, the border ended up being too small. Some player managed to misuse the border to get indefinitely stuck outside the border without getting damaged.

The new adaptive border isn't flawless, and there are other suggestions open about it (see https://playuhc.net/suggestions/view/97/New-border-change-suggestion-2/)

"With limited amounts of players reaching deathmatch, you're almost thrown on top of other players."
I can adjust the border to be bigger.

"Giving you little to no chance for a last second sneaky craft."
There was the opposite problem before. The deathmatch was so unbalanced considering the amount of players that everyone just did a lot of crafting during deathmatch. Now, crafting is more risky.

"In the event of a water biome, it gives you no chance to look for land to fight on"
This is an unfortunate scenario that I've tried to "fix" by preventing biomes with a lot of water at 0 0, but unfortunately sometimes we get too much water. I understand that in these cases the border shrinks too fast (currently, it does "bursts" of 5 seconds of shrinking, capped to 4 blocks per second (2 blocks/s per side), then it stops for some time)

I disagree with the solution being reverting back to the previous border shrink at deathmatch, but I understand the issues you and others are experiencing and I'll try to improve the current meetup border.

Last update: 2021-04-24 12:12:45 UTC

ixHazexi - 2021-04-24 15:24:08 UTC

"I can adjust the border to be bigger."
I think this may be helpful, for a couple of games I played where there was a decent fill in deathmatch it felt like a good percentage of us were clustered together from the getgo

"There was the opposite problem before. The deathmatch was so unbalanced considering the amount of players that everyone just did a lot of crafting during deathmatch. Now, crafting is more risky."
Again with the other point, I feel if the border was slightly larger it'd clear up this issue too. Sometimes if 0,0 is a forest I like to gather an extra water bucket or two to help escape fights. I do remember the previous issues of running around non stop to find a person shifting behind trees the entire deathmatch, maybe we can find a sweet middle ground between the previous and the current borders ?

"This is an unfortunate scenario that I've tried to "fix" by preventing biomes with a lot of water at 0 0, but unfortunately sometimes we get too much water. I understand that in these cases the border shrinks too fast (currently, it does "bursts" of 5 seconds of shrinking, capped to 4 blocks per second (2 blocks/s per side), then it stops for some time)"
I understand you cannot fully control how much water is in a biome in different games, I just felt it was unfortunate. In that exact game, we finished our fight but it triggered the border to move moreso into the water, the tick damage also prevented me swimming in quicker Im assuming ? Not sure how you could really go about fixing this problem without a massive overhaul.

Could we possibly run some test games at some point in the future to try out different shrinking rates in different scenarios ?


KaiNoMood - 2021-04-24 16:17:53 UTC

I've already made several changes that hopefully will reduce the issues you mentioned. Check #changelog on PlayUHC's Discord server

You can already test them out in public games.


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